Skip to content

Assets ​

Assets are the files that make up your game — 3D models, textures, audio, video, and scripts. The assets panel in the editor provides a central place to upload, organize, and manage all the files used in a level.

Assets Panel ​

The assets panel is located below the 3D viewport and is organized into tabs by asset type:

TabDescription
Models3D model files (GLTF, GLB, FBX, OBJ, etc.)
ImagesTextures, sprites, and image files
AudioSound and music files
VideoVideo files
ScriptsText and visual scripts

Uploading Assets ​

There are two ways to upload assets:

Upload Button ​

Each tab in the assets panel has an upload button. Click it to open a file picker and select files from your system.

Drag and Drop ​

You can drag files directly from your file system into:

  • The assets panel to upload them as assets
  • The 3D viewport to upload and immediately add them to the scene

Using Assets ​

Once uploaded, assets can be used in several ways:

  • Models — Drag from the assets panel into the viewport to place them in the scene
  • Images — Select as texture maps in the Material inspector
  • Audio — Attach to audio entities in the scene
  • Scripts — Attach to entities or levels via the inspector

Deleting Assets ​

Right-click an asset tile and choose Delete, then confirm. The asset and its stored file are removed, along with any collision variants generated for it.

An asset that's still in use can't be deleted. The editor lists what is using it, such as scene elements that reference it or another asset that depends on it (for example, a model that uses it as a texture). Remove those references first, then delete again.

Model Preview ​

When you select a model asset, the inspector's Asset tab renders a live preview of it above its metadata. The model is shown with a neutral white clay material and auto-framed to fill the preview, so you can read its shape clearly regardless of its textures or the scene's lighting.

Collision Decomposition ​

Model assets have a dedicated Collision tab where you generate collision variants — colliders that approximate the model's concave shape (doorways, arches, tunnels) more accurately than a single convex hull.

Each variant is generated by convex decomposition, controlled by a preset:

PresetPiecesBest for
Fast4Blockouts and props you only bump into
Balanced16One or two hollows — an arch, a doorway
Precise48Walkable interiors, tunnels, thin rails

You can also fine-tune the Max pieces and Detail sliders directly. Give the variant a name and click Generate; it's saved with the model and appears in the Generated list with its piece count.

Generated variants are then selected per placed instance via the Collision Shape dropdown in the physics inspector. Instances without a variant use the automatic single hull.

Asset Storage ​

Assets are stored in MinIO (S3-compatible object storage) and are associated with a specific project and level. Each asset tracks:

  • File name and type
  • Upload status
  • Dependencies (e.g. a model that references specific textures)

TIP

Assets are scoped to a level within a project. If you need the same asset in multiple levels, you'll need to upload it to each level separately.